diff --git a/GameInitOptionsScreen.cpp b/GameInitOptionsScreen.cpp index 0b2a6a78..1785a426 100644 --- a/GameInitOptionsScreen.cpp +++ b/GameInitOptionsScreen.cpp @@ -165,10 +165,6 @@ #define GIO_BR_QUANTITY_SETTING_Y GIO_BR_QUALITY_SETTING_Y + COMBO_Y_OFFSET #define GIO_BR_QUANTITY_SETTING_WIDTH COMBO_WIDTH -#define GIO_NCTH_SETTING_X THIRD_COLUMN_X + CHECK_X_OFFSET -#define GIO_NCTH_SETTING_Y GIO_BR_QUANTITY_SETTING_Y + CHECK_Y_OFFSET -#define GIO_NCTH_SETTING_WIDTH CHECK_WIDTH - ////radio box locations //#define GIO_GAP_BN_SETTINGS 35 //#define GIO_OFFSET_TO_TEXT 36 @@ -485,12 +481,6 @@ INT32 giGIOSquadSizeButtonImage[ 2 ]; void BtnGIOSquadSizeSelectionLeftCallback( GUI_BUTTON *btn,INT32 reason ); void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason ); -// NCTH -UINT32 guiNCTHOptionTogglesImage[ GIO_NUM_ONOFF_BUTTONS ]; -UINT32 guiNCTHOptionToggles[ GIO_NUM_ONOFF_BUTTONS ]; -void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason); -void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason); - UINT32 guiTimedTurnToggles[ GIO_NUM_TIMED_TURN_OPTIONS ]; void BtnTimedTurnsTogglesCallback(GUI_BUTTON *btn,INT32 reason); @@ -519,8 +509,6 @@ UINT8 GetCurrentTextStyleButtonSetting(); UINT8 GetCurrentTraitsOptionButtonSetting(); UINT8 GetCurrentTexAndJohnButtonSetting(); -UINT8 GetCurrentNCTHButtonSetting(); - void DoneFadeOutForExitGameInitOptionScreen( void ); void DoneFadeInForExitGameInitOptionScreen( void ); UINT8 GetCurrentTimedTurnsButtonSetting(); @@ -618,9 +606,7 @@ UINT32 GameInitOptionsScreenInit( void ) ubSquadSize = 6; gGameOptions.ubSquadSize = ubSquadSize; - - gGameOptions.fUseNCTH = FALSE; - + gGameOptions.fAirStrikes = FALSE; gGameOptions.fTurnTimeLimit = FALSE; @@ -1063,35 +1049,6 @@ BOOLEAN EnterGIOScreen() } } - /////////////////////////////////////////////////////////////////////////////////////////////////////// - // NCTH ON/OFF SETTING - - guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 ); - guiNCTHOptionToggles[ GIO_BUTTON_OFF ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ], gzGIOScreenText[ GIO_DROPALL_OFF_TEXT ], GIO_TOGGLE_TEXT_FONT, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - TEXT_CJUSTIFIED, - (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, - DEFAULT_MOVE_CALLBACK, BtnGIONCTHOffCallback); - - guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 ); - guiNCTHOptionToggles[ GIO_BUTTON_ON ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ], gzGIOScreenText[ GIO_DROPALL_ON_TEXT ], GIO_TOGGLE_TEXT_FONT, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - TEXT_CJUSTIFIED, - (GIO_NCTH_SETTING_X + 74), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, - DEFAULT_MOVE_CALLBACK, BtnGIONCTHOnCallback ); - - SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_SCHEME_BIGSWITCH3 ); - SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_SCHEME_BIGSWITCH3 ); - MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_OFF ],0, 0 ); - MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_ON ],0, 1 ); - - if( gGameOptions.fUseNCTH ) - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags |= BUTTON_CLICKED_ON; - else - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags |= BUTTON_CLICKED_ON; - /////////////////////////////////////////////////////////////////////////////////////////////////////// //Reset the exit screen @@ -1904,37 +1861,6 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason ) } } -void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason) -{ - if (!(btn->uiFlags & BUTTON_ENABLED)) - return; - - if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) - { - RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 ); - - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags &= ~BUTTON_CLICKED_ON; - btn->uiFlags|=(BUTTON_CLICKED_ON); - - PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_CLICKED_ON ); - } -} -void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason) -{ - if (!(btn->uiFlags & BUTTON_ENABLED)) - return; - - if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) - { - RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 ); - - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags &= ~BUTTON_CLICKED_ON; - btn->uiFlags|=(BUTTON_CLICKED_ON); - - PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_CLICKED_ON ); - } -} - BOOLEAN ExitGIOScreen() { UINT16 cnt; @@ -2033,14 +1959,7 @@ BOOLEAN ExitGIOScreen() UnloadButtonImage( giGIOSquadSizeButtonImage[0] ); UnloadButtonImage( giGIOSquadSizeButtonImage[1] ); } - - // Destroy NCTH Cost setting buttons - for( cnt=0; cntuiFlags & BUTTON_CLICKED_ON ) - { - return( cnt ); - } - } - return( 0 ); -} - void DoneFadeOutForExitGameInitOptionScreen( void ) { // loop through and get the status of all the buttons @@ -2459,8 +2361,6 @@ void DoneFadeOutForExitGameInitOptionScreen( void ) gGameOptions.ubProgressSpeedOfItemsChoices = min( GIO_PROGRESS_VERY_FAST, iCurrentProgressSetting ); - gGameOptions.fUseNCTH = GetCurrentNCTHButtonSetting(); - gubGIOExitScreen = INIT_SCREEN; //set the fact that we should do the intro videos @@ -2650,10 +2550,6 @@ void RenderGIOSmallSelectionFrame(INT16 sX, INT16 sY) #define GIO_IRON_MAN_SETTING_Y GIO_GAME_SETTING_Y + COMBO_Y_OFFSET + CORRECTION_Y_OFFSET//GIO_GAME_SETTING_Y + CHECK_Y_OFFSET + CORRECTION_Y_OFFSET #define GIO_IRON_MAN_SETTING_WIDTH COMBO_WIDTH//CHECK_WIDTH -#define GIO_NCTH_SETTING_X FIRST_COLUMN_X + CHECK_X_OFFSET -#define GIO_NCTH_SETTING_Y GIO_IRON_MAN_SETTING_Y + CHECK_Y_OFFSET// + CORRECTION_Y_OFFSET -#define GIO_NCTH_SETTING_WIDTH CHECK_WIDTH - /********************************* SECOND COLUMN **********************************/ @@ -2709,7 +2605,6 @@ void RenderGIOSmallSelectionFrame(INT16 sX, INT16 sY) #define JA2SP_EXTRA_DIFFICULTY "EXTRA_DIFFICULTY" #define JA2SP_AVAILABLE_ARSENAL "AVAILABLE_ARSENAL" #define JA2SP_SQUAD_SIZE "SQUAD_SIZE" -#define JA2SP_USE_NCTH "USE_NCTH" DIFFICULTY_SETTINGS_VALUES zDiffSetting[MAX_DIF_LEVEL]; UINT8 MaxDifficultySettingsValues; @@ -2913,12 +2808,6 @@ INT32 giGIOSquadSizeButtonImage[ 2 ]; void BtnGIOSquadSizeSelectionLeftCallback( GUI_BUTTON *btn,INT32 reason ); void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason ); -// NCTH -UINT32 guiNCTHOptionTogglesImage[ GIO_NUM_ONOFF_BUTTONS ]; -UINT32 guiNCTHOptionToggles[ GIO_NUM_ONOFF_BUTTONS ]; -void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason); -void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason); - UINT32 guiTimedTurnToggles[ GIO_NUM_TIMED_TURN_OPTIONS ]; void BtnTimedTurnsTogglesCallback(GUI_BUTTON *btn,INT32 reason); @@ -2943,7 +2832,6 @@ UINT8 GetCurrentGameSaveButtonSetting(); UINT8 GetCurrentGameStyleButtonSetting(); UINT8 GetCurrentTraitsOptionButtonSetting(); -UINT8 GetCurrentNCTHButtonSetting(); void DoneFadeOutForExitGameInitOptionScreen( void ); void DoneFadeInForExitGameInitOptionScreen( void ); @@ -3037,9 +2925,7 @@ UINT32 GameInitOptionsScreenInit( void ) ubSquadSize = 6; gGameOptions.ubSquadSize = ubSquadSize; - - gGameOptions.fUseNCTH = (BOOLEAN)props.getIntProperty(JA2SP_INI_INITIAL_SECTION, JA2SP_USE_NCTH, 0); - + // Air strikes gGameOptions.fAirStrikes = FALSE; @@ -3475,35 +3361,6 @@ BOOLEAN EnterGIOScreen() #endif - /////////////////////////////////////////////////////////////////////////////////////////////////////// - // NCTH ON/OFF SETTING - - guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 ); - guiNCTHOptionToggles[ GIO_BUTTON_OFF ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_OFF ], gzGIOScreenText[ GIO_DROPALL_OFF_TEXT ], GIO_TOGGLE_TEXT_FONT, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - TEXT_CJUSTIFIED, - (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, - DEFAULT_MOVE_CALLBACK, BtnGIONCTHOffCallback); - - guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ] = UseLoadedButtonImage( guiTraitsOptionTogglesImage[ GIO_TRAITS_OLD ], -1,1,-1,3,-1 ); - guiNCTHOptionToggles[ GIO_BUTTON_ON ] = CreateIconAndTextButton( guiNCTHOptionTogglesImage[ GIO_BUTTON_ON ], gzGIOScreenText[ GIO_DROPALL_ON_TEXT ], GIO_TOGGLE_TEXT_FONT, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - GIO_TOGGLE_TEXT_COLOR, NO_SHADOW, - TEXT_CJUSTIFIED, - (GIO_NCTH_SETTING_X + 74), (GIO_NCTH_SETTING_Y + 10), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, - DEFAULT_MOVE_CALLBACK, BtnGIONCTHOnCallback ); - - SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_SCHEME_BIGSWITCH3 ); - SpecifyButtonSoundScheme( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_SCHEME_BIGSWITCH3 ); - MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_OFF ],0, 0 ); - MSYS_SetBtnUserData(guiNCTHOptionToggles[ GIO_BUTTON_ON ],0, 1 ); - - if( gGameOptions.fUseNCTH ) - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags |= BUTTON_CLICKED_ON; - else - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags |= BUTTON_CLICKED_ON; - /////////////////////////////////////////////////////////////////////////////////////////////////////// //Reset the exit screen @@ -4284,37 +4141,6 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason ) } } -void BtnGIONCTHOffCallback(GUI_BUTTON *btn,INT32 reason) -{ - if (!(btn->uiFlags & BUTTON_ENABLED)) - return; - - if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) - { - RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 ); - - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_ON ] ]->uiFlags &= ~BUTTON_CLICKED_ON; - btn->uiFlags|=(BUTTON_CLICKED_ON); - - PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_OFF ], BUTTON_SOUND_CLICKED_ON ); - } -} -void BtnGIONCTHOnCallback(GUI_BUTTON *btn,INT32 reason) -{ - if (!(btn->uiFlags & BUTTON_ENABLED)) - return; - - if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) - { - RestoreExternBackgroundRect( (GIO_NCTH_SETTING_X), (GIO_NCTH_SETTING_Y + 10), 230, 40 ); - - ButtonList[ guiNCTHOptionToggles[ GIO_BUTTON_OFF ] ]->uiFlags &= ~BUTTON_CLICKED_ON; - btn->uiFlags|=(BUTTON_CLICKED_ON); - - PlayButtonSound( guiNCTHOptionToggles[ GIO_BUTTON_ON ], BUTTON_SOUND_CLICKED_ON ); - } -} - BOOLEAN ExitGIOScreen() { UINT16 cnt; @@ -4406,14 +4232,7 @@ BOOLEAN ExitGIOScreen() UnloadButtonImage( giGIOSquadSizeButtonImage[0] ); UnloadButtonImage( giGIOSquadSizeButtonImage[1] ); } - - // Destroy NCTH Cost setting buttons - for( cnt=0; cntuiFlags & BUTTON_CLICKED_ON ) - { - return( cnt ); - } - } - return( 0 ); -} - void DoneFadeOutForExitGameInitOptionScreen( void ) { // loop through and get the status of all the buttons @@ -4805,9 +4607,7 @@ void DoneFadeOutForExitGameInitOptionScreen( void ) // SANDRO - added following: gGameOptions.fNewTraitSystem = GetCurrentTraitsOptionButtonSetting(); gGameOptions.ubProgressSpeedOfItemsChoices = min( GIO_PROGRESS_VERY_FAST, iCurrentProgressSetting ); - - gGameOptions.fUseNCTH = GetCurrentNCTHButtonSetting(); - + gubGIOExitScreen = INTRO_SCREEN; #ifdef JA2TESTVERSION diff --git a/GameSettings.cpp b/GameSettings.cpp index 369a10ae..90f37bc3 100644 --- a/GameSettings.cpp +++ b/GameSettings.cpp @@ -127,7 +127,8 @@ bool UsingNewAttachmentSystem() bool UsingNewCTHSystem() { - return (gGameOptions.fUseNCTH == TRUE); + // this feature is off in multiplayer + return ( !is_networked && gGameExternalOptions.fUseNCTH); } BOOLEAN UsingFoodSystem() @@ -270,12 +271,6 @@ BOOLEAN LoadGameSettings() gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALT_MAP_COLOR" , FALSE ); // HEADROCK HAM 4: Strategic Map Colors gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALTERNATE_BULLET_GRAPHICS" , TRUE ); - - //if (!is_networked) - // gGameSettings.fOptions[TOPTION_USE_NCTH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_NCTH" , FALSE ); - //else - // gGameSettings.fOptions[TOPTION_USE_NCTH] = FALSE; - gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MERC_RANKS" , FALSE ); gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_GEAR" , TRUE ); gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_TACTICAL_FACE_ICONS" , TRUE ); @@ -592,10 +587,7 @@ void InitGameSettings() gGameSettings.fOptions[ TOPTION_ALT_MAP_COLOR ] = FALSE; gGameSettings.fOptions[ TOPTION_ALTERNATE_BULLET_GRAPHICS ] = TRUE; - - // CHRISL: HAM 4: Activate/Deactivate NCTH mode - //gGameSettings.fOptions[ TOPTION_USE_NCTH ] = FALSE; - + gGameSettings.fOptions[ TOPTION_SHOW_MERC_RANKS ] = TRUE; // WANNE: @@ -671,8 +663,6 @@ void InitGameOptions() gGameOptions.ubGameStyle = STYLE_SCIFI; gGameOptions.ubDifficultyLevel = DIF_LEVEL_MEDIUM; - gGameOptions.fUseNCTH = FALSE; - //CHRISL: override default inventory mode when in low res if(IsNIVModeValid(true) == FALSE) { @@ -1302,6 +1292,8 @@ void LoadGameExternalOptions() //################# Tactical Gameplay Settings ################## + gGameExternalOptions.fUseNCTH = iniReader.ReadBoolean("Tactical Gameplay Settings", "NCTH", FALSE ); + gGameExternalOptions.fAllowWalkingWithWeaponRaised = iniReader.ReadBoolean("Tactical Gameplay Settings","ALLOW_WALKING_WITH_WEAPON_RAISED", TRUE); // SANDRO - Alternative weapon holding (rifles fired from hip / pistols fired one-handed) diff --git a/GameSettings.h b/GameSettings.h index 2a29fb31..ec2adb2c 100644 --- a/GameSettings.h +++ b/GameSettings.h @@ -260,7 +260,7 @@ typedef struct UINT8 ubFiller3; // Flugente: used to be BOOLEAN fInventoryCostsAP; // ubFiller: From 500 to 499 - BOOLEAN fUseNCTH; // ubFiller: From 499 to 498 + UINT8 ubFiller7; // Flugente: used to be BOOLEAN fUseNCTH; // ubFiller: From 499 to 498 UINT8 ubFiller4; // Flugente: used to be BOOLEAN fImprovedInterruptSystem; // ubFiller: From 498 to 497 UINT8 ubFiller5; // Flugente: used to be BOOLEAN fBackGround; // ubFiller: From 497 to 496 UINT8 ubFiller6; // Flugente: used to be BOOLEAN fFoodSystem; // ubFiler: From 496 to 495 @@ -364,6 +364,9 @@ typedef struct UINT16 usAwardSpecialExpForQuests; BOOLEAN fAllowWalkingWithWeaponRaised; + + // Flugente: moved this to the ini from the option screen, as players might want to change it later on + BOOLEAN fUseNCTH; //////////////////////////////////// // Kaiden: Vehicle Inventory change - Added for INI Option diff --git a/GameVersion.cpp b/GameVersion.cpp index bc29369d..49b906e7 100644 --- a/GameVersion.cpp +++ b/GameVersion.cpp @@ -55,8 +55,8 @@ #endif -CHAR8 czVersionNumber[16] = { "Build 18.23.09" }; //YY.MM.DD +CHAR8 czVersionNumber[16] = { "Build 18.29.09" }; //YY.MM.DD CHAR16 zTrackingNumber[16] = { L"Z" }; -CHAR16 zRevisionNumber[16] = { L"Revision 8617" }; +CHAR16 zRevisionNumber[16] = { L"Revision 8625" }; // SAVE_GAME_VERSION is defined in header, change it there diff --git a/Multiplayer/client.cpp b/Multiplayer/client.cpp index 2d6d89f9..168e8b59 100644 --- a/Multiplayer/client.cpp +++ b/Multiplayer/client.cpp @@ -2618,8 +2618,6 @@ void recieveSETTINGS (RPCParameters *rpcParameters) //recive settings from serve gGameOptions.ubSquadSize = 6; - gGameOptions.fUseNCTH = FALSE; - // Server forces us to play with new Inventory, but NIV is not allowed on the client, // because of wrong resolution or other stuff if ( UsingNewInventorySystem() == true && !IsNIVModeValid(true) ) @@ -2825,8 +2823,6 @@ void reapplySETTINGS() gGameOptions.ubSquadSize = 6; - gGameOptions.fUseNCTH = FALSE; - // WANNE - MP: We have to re-initialize the correct interface if((UsingNewInventorySystem() == true) && IsNIVModeValid(true)) { diff --git a/SaveLoadGame.cpp b/SaveLoadGame.cpp index eea04f87..ec97e1d0 100644 --- a/SaveLoadGame.cpp +++ b/SaveLoadGame.cpp @@ -3607,15 +3607,12 @@ BOOLEAN SaveGame( int ubSaveGameID, STR16 pGameDesc ) SaveGameHeader.sInitialGameOptions.ubAttachmentSystem = gGameOptions.ubAttachmentSystem; SaveGameHeader.sInitialGameOptions.ubSquadSize = gGameOptions.ubSquadSize; - - SaveGameHeader.sInitialGameOptions.fUseNCTH = gGameOptions.fUseNCTH; - + // // Save the Save Game header file // guiJA2EncryptionSet = CalcJA2EncryptionSet( &SaveGameHeader ); - - + DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("starting SaveCurrentSectorsInformationToTempItemFile" ) ); //Save the current sectors open temp files to the disk if( !SaveCurrentSectorsInformationToTempItemFile() )